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omega549

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Everything posted by omega549

  1. I always thought they were Shezarrines, aspects containing some amount of Lorkhan, using whatever power this dead god has to create an avatar on Nirn to protect what it created. Whether they are simply people selected and infused with this power, and teleported to the needed location, or simply created, is unknowningable. With the aspect of Lorkhan, it can explain how the Player can accomplish everything they do so fast. How the heal with damage, learn skills incredibely fast, defeat every enemy, and generally excell at nearly everything without any explained reason. So while they arent the same person, there might be a possible link between each, as aspects of Lorkhan. Strangely though, there must have been many individuals throughout Nirns history with this power, as only the CoC and Dragonborn have stopped "world ending" scenarios, imo. Morrowind, Arena, and Daggerfall more focused on political (daggerfall and Arena) and regional dangers (morrowind) which, regardless of the games conclusion wouldn't have lead to Nirns destruction, only alteration. All the great events in history that mirror these games impact, Alessian Revolt, Talos unifying the empire, the 500 Companions, etc, have someone who is credited as a Shezarrine. These events are easily as dramatic and far reaching as Daggerfall, Arena, and Morrowind's main quest, so these individuals have to be atleast as powerful as the playable characters involved. Therefore they all, player characters and main persons from these events, can qualify as shezarrines simply by their titantic contributions. More importantly, the characters in all the games appear relatively equal in their potential prowess, reagardless of what great cataclysim they prevented. they are interchangeable, ie, the Nerevarine could possibely replaced the Dragonborn and accomplished the same things, being simply an aspect of Shor, so sharing the same characteristics and potential. same with all the Heroes that have appeared in the games so far.
  2. Has anyone considered attempting to add previous features from past Elder Scroll games such as: -Fame -Infamy -Reputation -Karma (Fallout series) -Many Joinable Orders of Knights (city affiliated, temple, etc) -Various factions -An arena (I know there are some, more like a faction) -Political applications to factions (such as cant be part of x guild because of x guild, mainly confliction knight factions as most of the vanilla factions arent really conflicting). The whole Attribute system, Though I agree with Bethesda's decsion that they are largely redundant as abstract numerical values, I thought they could have seperate perk trees, which get perk points (seperate from skill perk points) every 2nd or 3rd level, which add unique abilities, maybe like running faster, jumping higher, etc, etc. Im sure there could be a ton of unique perks, depending specifically on the capabilities of the creation kit. Morrowind's Divine Intervention travel system, unique class benefits (not like oblivions class system with major skills and minor skills) such as "brawler" +5 critical chance, weapons speed -5%. etc, or "Paladin" equipping a shield removes staggering effects for the player, Ranged attacks -5% damage. some unique thngs can come from this stuff. Or, my personal favorite mod of all time "owned" for Fallout 3, which lets the player purchase and recieve rent from any property in the game. could become an entire merchant prince. Also, is a "Faction" menu in the interface possible, to display all the affiliated organizations and the players position in them, a feature that was removed for a reason i cant fathom. I understand the complecations, is any of this possible? I would try, but I'll be leaving for Army Basic Tranining in 3 weeks, so i cant hope to get any of it done.
  3. I think your back story is interesting but flawed if you wanna consider Elder scroll canon, as it would be pretty hard to visit a destroyed land. Guess i missed the whole back 200 years ago part, went right over that and didnt register with the brain.
  4. Ive been out of the loop for awhile and have recently downloaded a few mods. Well none of the unique mod-only tectures are working, in game or in the Creation Kit. In game they are invisible, such as armor is completely invisible with only the eye slits of helmets and vanilla weapons there. In the cronstruction set all 3rd party mod tectures have the giant red (!) marks. I tried archive invalidation through the mod manager but it just says "reset archive invalidation" so i dont know if that does anything. Also, the game continually flashes colors, like yellow and blue, completely covering the screen in outdoor locations, i believe its a graphics issue, but has only started happening since the newest update??? so do i need to update my graphics driver or something??? or is it a mod and/or the update itself. Im running the ATI Raedon 5770 graphics card. any help woukd be appreciated, thanks...
  5. O.k. PaladinRider and myself have released a mod on the nexus, http://www.newvegasnexus.com/downloads/file.php?id=40531, so far we are in the midst of making a very large expansion to it that will make the mod as big as Old World Blues and bigger then the other two DLCs, though with much less quests. Anyway, one part of this is an entire extension to the wasteland, adding three new dungeon locations and a wholly detailed and landscaped area leading from the mojave outpost, you can check the pictures I uploaded in the user uploaded area of our mod site to see what has been made. Now, on to the problem, I have run into issues with LOD generation. First though, I have got the generator to work, which seems to be an anamoly with most users, as far as I know I might be the only person to get it to generate the actual NV wasteland (not another worldspace). What I got done is the actual Meshes part, the one that takes 10 hours to do and is the terrain. I also got the textures to work. What I am having issues with is the Object Generation, and as far as I know it has nothing to do with the actual generator, for some reason I get this error: "One or more LOD blocks failed to build: The following missing files or other problems were reported: MODELS: LOD diffuse texture '..\source\texturestga\landscape\nv_rocks\NV_RockCanyonLOD.tga' and normal texture '..\source\texturestga\landscape\nv_rocks\NV_RockCanyonLOD.tga' are not the same size (but should be)" Dont have any idea how to fix this, does anyone know what to do? I will send anyone who wants to check the mod out it through email, but am refraining from uploading it to the nexus till we reach beta stage, so if you think you can help you can ask for the file, or please leave some info on a way to fix this. Dont want some 500-600 hours to be lost because of this one problem.
  6. Creating scripts for Card games is very, very diificult and rarely works. Or I haven't heard of anyone actually getting it operational. I believe the creators of New Vegas Resoration have got craps to work, but Im not 100%.
  7. Battlehorn castle. --easily the best "official" Location, though it takes some time as there are only a few display cases and most stuff has to be put in the little alcoves in the walls. The house in Skingrad, the best "vanilla" location. Been several years since I played Oblivion, but the mods on PC are excellent and many add mannequins and display cases.
  8. I'm willing to make levels for you, if you need them. If you would like to see what I build check out http://www.newvegasnexus.com/downloads/file.php?id=40531, which will have our next version soon, and: https://docs.google.com/leaf?id=0BxdY3xKJAjfVOTMwMTc1MTctNjk1Zi00OThlLTlmYWUtYmY1N2YyNDAyNWQ2&hl=en_US&authkey=CM3GmeEO which is my newest project and has many unique levels.
  9. o.k. So we have a FO3 hater. 1) the brotherhood in the East Coast found all the Power Armor in the Citadel, ie that is why they do not wear t-51b, instead they have broken (or very poor quality) t-47d (or something, i forget the designation). And Black Isles never had the brotherhood destroyed, so it may be that beth was alluding to the NCR and Brotherhood reaching a ceasfire in the years after FO2 release. It was FNV that kinda messed up that assumption. Not true, this was going to appear in FO3 (Van Buren), the one to be made by Black Isles, which, if you didnt notice, was never made so therefore it is in no way Canon. So there is no way at all that this can be considered what happened, as the stuff FO3 added (which, unless you want to ignore FO3 and any future game) is the new Canon. FNV has the brotherhood and NCR fighting, but the game does not say that this is a theater in the war, only that these two parties in one region are, maybe the brotherhood in the Core region and NCR are not fighting, ie this entry in the Wiki was wrote with the Canceled Van Buren story in mind, but it is not specifically stated in the game that the Brotherhood and NCR are fighting in the west. Now Im not saying they arent, they are, but your drawing conclusions from ambigious sources and this argument just shows how anything can be concluded from them. Now, on to what really happened. Had you enjoyed FO3 and marveled at how well Beth integrated the story you would see what acutally happened. http://fallout.wikia.com/wiki/Timeline#2231, The beginning of the War between NCR and Brotherhood is never mentioned, anywhere, at all. So lets make some conclusions, 2254 - Elder Lyons leaves the West, makes the Citadel their home in the east in 2255, the elders in the west appointed him Elder and told him to do whatever (maybe cause problems with the NCR). Elder Lyons tells the player how about this, and how contact with the West became sporadice then nonexistent (alluding to the war and possible destruction of the West Coast Brotherhood). 2275 - Mojave and NCR are fighting. So, since the War is never given a timeline, we can assume from how masterfully Beth integrated the story that the fighting began after 2255. Since they would not have been fighting it is very logical that the Brotherhood would have had the personnel for the trip. And, as ive stated before, the Brotherhood found all those power armor suits in the Pentagon (which was the most important government building in america, which is why the expedition was sent and explains why power armor would be there). please, find the source of this outrageous comment, unless you know exactly how Black Isles made the game this is your opinion. Anyway, even if this was true, which it is not, Raven Rock was not held by the Enclave, the ZAX computer, John Henry Eden sent out the signal for the Enclave to come to it after the destruction of the rig (And Narravo is never destroyed in FO2, at least the player never witnesses it being destroyed. And they had three bases in the Core Region, Mariposa was held by the Enclave before the 2nd gen Super Mutants overran the place. This exert from the Wiki makes more sense then what you said, and is offically canon. I dont recall anywhere in the game that the Oil Rig was the place where most of the Enclave was, it was there command center, but they could very likely founded many more bases after deciding to involve themselves with the wasteland. Furthermore, there is no design document or in-game lore that ever, ever, says that the Oil Rig was the Enclaves only shelter. And truly, why would the most powerful people in the US take shelter in a oil rig when the bombs fell, Black Isles didnt really think that one out. Raven Rock much better fits the picture of a advanced bomb shelter. from wiki, Really, does it even matter, your argument is very flawed. Should I even continue. Notice how it doesnt say at all that the majority of Enclave went to the Oil Rig...??? yes, for once your are somewhat right, the Enclave had way to many troops in the East, but that was a design choice. But they had vertibirds and Power Armor because it is alluded to that Raven Rock had manufacturing capabilities. Which is logical since it is a better military bunker than an abandoned oil rig, which again, didnt make much sense as a command center. actually, in answer to the question, it is no. There is no way any person can conclude from the very, very ambigous sources whether there reamins any enclave. Futhermore, it is mentioned in Broken Steel that the Enclave is "licking their wounds" it is never mentioned that they are destroyed, nor is it in FO2 or FNV. So any creative design can be made with the Enclave. Finally, stop being so close minded and assuming that beth just messed up the series when you yourself have no idea how Black Isles even made it.
  10. you have to use the EpicCaveWall tile set for large caves. If you do not wish to create a unique cave I can say that you are more than welcome just to use one of the levels Ive made. I have made some 100+ levels, http://www.newvegasnexus.com/downloads/file.php?id=40531, one of the levels in it is called "lucky38HavenCaveSystem" you can use that as a template, just open the mod without marking it as active, duplicate the cell, and then save the file as anyting and use it. Just a suggestion, it would be easier then making on yourself.
  11. If you want to be Canon, it would make sense to wait for "Old World Blues" to be released. From the Wiki: http://fallout.wikia.com/wiki/Big_Empty I hope this helps.
  12. I edited the actual New Vegas worldspace. So I tried to delete its info and the GECK crashed when I did the LOD generation. I tired to do delete only x, y coordinates my modifications altered and none are actually in the folder. I dont really know what to do? I'm out of ideas.
  13. 1) They are remnants of the Fallout 2 enclave (they mention having actually fought in the battles), therefore they are using the weapons from the west coast, ie core region. The east coast (which is the part of the remaining enclave who followed autumn senior) is implied to have either discovered more primitive designs of the mark 2 armor, or have manufactured themsleves with a technological disadvantage (relative to the armor from Fallout 2). 2) I dont remember them being hostile, unless you piss them off, there are several citizens in the game who are old enclvae soldiers and the player (through arcade gannon) can convince them to join together to fight in the final battle...Quest/ For Auld Lang Syne...http://fallout.wikia.com/wiki/For_Auld_Lang_Syne 3) no, the games take place three years apart and it appears that there is no contact between the remnants in the game and the east coast. the remnants are a half dozen people just trying to live their lives, they know nothing except what is happening in their immediate surroundings, and its not like the east coast enclave care, ive killed hundreds of them, a half dozen abandoned soldiers in the mojave desert means nothing to them 4) there is one bunker, the remnants bunker by jacobstown. You have to complete Gannon's quest to gain access. 5) I'm not aware of any substantial lore friendly mods, search Enclave and something will show up. I am building a large mod that will maybe include the enclave, but it is still very much in the works. I will PM you a link when I upload it. 6) "'" 7) Not for NV, but I havent really looked either.
  14. O.K. I'll start with the background, I have made an extension to the game map, or more precisely modifed an unused area. In total I have added a fully navmeshed, textured, cluttered, populated area with several locations and interest points. I have put some 80-100 hours into it and it is 95% done (just needs bug tested) The problem I have is that when I go to LOD generator it works, but reverts all the land I altered back to how it was before I modified it, i.e. I lose all the terrain changes. I don't understand why this happens, so I checked the tutorial and followed its directions for regenerating the wasteland LOD. After finding out I have to remove all the existing LOD data from my meshes and textures folders that belong to the areas I altered I opened the GECK and wrote down all the x, y coordinates of my mod, in total some 50-60 chucks. These chucks do not exist anywhere in the meshes or textures folders, so I deleted all the files with x, ys close to mine. Did the LOD generation and it still happened, I lost all my work again. Checked the folders and the areas I deleted were back. So I simply don't know at all what I am doing??? I dont know why the LOD generation erases all the work Ive done, I though the LOD and terrain heightmap/textures were seperate, and doing the LOD wrong would just make it appear wrong in game, not erase all my work. Can anyone help, if you know how to do this I will appreciate any feedback and am willing to let anyone who knows how to do this perform it for me and you will be credited as a author... I can upload pictures if anyone needs them, or I can upload a file. This mod will be an extension to http://www.newvegasnexus.com/downloads/file.php?id=40531, after we can release our next (massive) update. Thanks for your time.
  15. Does nothing appear to have changed? If so the GECK you are using is not a version compatible with the game. Ie if you have the 1.1 GECK with the 1.3 FNV or vice versa, the mod will not be loaded by the game even if you have it check to be.
  16. Its the mechanics of the editor. There are a lot of different templates so just mix it up. So far Ive made a entire wasteland about 1/12 of the game world, with a dozen locations. just wait till you have to navmesh that, it takes hours and is the boringest work imaginable. If it looks wierd cover the area with a rock that fixes everything.
  17. dont know if you still check this, search Speedy resources on the nexus, it adds A-z and 0-9 neon lights, though you will have to make the words yourself.
  18. well, as the co-author of Run the Lucky 38 one of our (much) later additions may include the ability to open various buildings in westside and freeside, if you like our mod then I think that we could certainly make a area of good quality to rebuild. Right now 2.0 is this week, alittle quest thing we are working on where the player assumes control of New Vegas, and a pet project quest of mine, and then on to this kind of stuff. actually version 2.0 will include what could be considered a brothel, though it is more of a bar with bedrooms, located at the mole rat ranch, it will be the Lucky 38 racetrack and arena where the player can bet on molerat races and animal fights. (hope PETA doesnt find out).
  19. Funny you say this, PaladinRider and myself have released a mod called Run the Lucky 38, http://newvegasnexus.com/downloads/file.php?id=40531#fileanchor.. Our next version will include a level with the New Vegas Radio Studio. I have yet to decide if it will have Mr. New Vegas as a NPC or if he will be simply a computer in the system and the studio will be empty, Im currently undecided. Tomorrow I will upload teaser pics of the area, so fell free to check it out then.
  20. I downloaded 1.3, still doesnt work for me.
  21. yeah thats what I did, though i tried with two unrelated mods and it happened the same, I think I have a way to work it out now, but I'm not sure what is wrong, I dont know if this is because of running it on Vista.
  22. The problem just isnt these two files, its every time I do it. did I install FNVedit in the wrong loacation, Is it supposed to be in the DATA folder, right now I have it alongside the FalloutNV.esm in the actual FalloutNewVeags folder? What I am trying to do is to merge a dependent ESP into its Parent ESM. But FNVedit wont let me, when I deep copy as ovverride the ESP into the ESM it says that the ESP will become a master of the ESM, and that it cant do that because the ESP has a higher load order then the ESM. WTF? why would it say this... When I merge a file into another why would the to merge file become a master of the file its is being merged into...???? Ive tried with unrelated ESPs, dependent ones, this happened with FO3edit too. Im on a Vista, would that change how the program runs. The manual never said anything about the ESP becoming the Master of the ESM??? so that leads me to think somehow my version of FNVedit is broke, or that some setting in it is wrong. I havent changed anything in its operation at all, is there some tool in FOMM or another to help fix this?
  23. I did exactly what you said, which is what the Manual said, but when I change all the forms from "03" (-because dead money, xxxx.exm, xxxx.esp-) to "02" that goes smoothly, then when I try and "Deep copy as override into" it gives me the , "esp is a higher load order then ESM". I dont know why, when you merge something into an ESM the ESP shouldnt become an master to the ESM??? I have the newest version of FNVedit, and ill say this so you dont think I'm doing this wrong, I did it to the letter of how the manual said to, and what you just said. It still gives me that message, I tried to do ESP to ESP and I have to change the load order so that say (mod 1) is being copied into (mod 2) well I have to make mod 1 02 in the load order and mod 2 is the 01 for it to work??? Is that file that goes along with the FNVedit working properly, maybe i messed it up? I dont even care if I can figure this out, would someone like to do it for me? Ill email the mods to you and allow you to do it, the mod is http://newvegasnexus.com/downloads/file.php?id=40531#fileanchor, it will be the newest version of "Run the Lucky 38" by PaladinRider and myself. you will be credited as with helping to make the mod, any help????
  24. yes, If you have Dead Money you will have to download that, and any updates from steam, though that may happen regardless when you start the game. But your DATA folder will only hold the .BSA files now.
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